Standard Rolls
The system is heavily based on Dungeons & Dragons 3.5 edition, and if you have experience with it, many things will be familiar to you.
The basics
Note: the terms “roll”, “check” and “throw” can be used almost interchangeably anywhere.
The most used dice in both D&D and this role play system is the twenty-sided die, also known as a d20. There are several types of rolls that you will be making, each distinguished by the type of number you will be adding to your roll as the modifier. To learn more about the modifiers, check out the Attributes and Modifiers page.
All of these types of rolls have a certain threshold that determines whether the roll is successful, or a failure. When you attack a creature, the treshold is referred to as Armor Class (AC) which is determined by the type and armor of the creature (for more information, check out the Armor and Shields page). For other actions, it is called Difficulty Class (DC) which is determined by how hard or easy it is to complete. Some abilities and most spells have per-determined DC, which can be found in their descriptions (for spells this is labeled as their Spell DC), in other cases the DC is made up “on the fly”. When you make any of these rolls, roll a d20 and add any acceptable modifiers (both positive and negative).
Many other rolls (usually damage) also require you to roll dice, but those are usually not a d20. Instead, the type and number of dice rolled is noted in a XdY format, where X=number of dice and Y=type of dice. For example, 3d6 would be three six-sided dice, 5d10 would be five ten-sided dice, 1d8 would be a singe eight-sided die. The combinations are endless. A somewhat special type of roll is the percentile roll – essentially a single d100 roll.
When talking about what you rolled, the term “nat” is used for saying what number you rolled on your d20 roll, without any applied modifiers. To use it, just simply put the number on the dice behind the word. And done. This term is especially important for nat 20s and nat 1s, which are known as criticals, detailed below.
Critical success/hit & Critical failure
When a player rolls a nat 20 (known as a critical hit or crit for short) on any d20 roll using one of the base or derived modifiers, the action is considered successful, unless the action was never logically possible in the first place.
If the roll is a Attack roll, the weapon or spell deals more damage. Double the amount of dice rolled for the damage of the weapon or spell. This also applies to damage done by dice gained from abilities, spells, and other effects. This does not apply to any modifiers, both weapon and other effects.
For example:
A shortsword normally deals 1d6 damage.
On a crit, that becomes 2d6 damage.
When a player rolls a nat 1 (called a critical failure), the action is an automatic fail, no matter what.
Advantage and disadvantage
Sometimes, situations can have more positive (or negative) circumstances aiding (or hampering) whatever you are trying to do. To reflect this, a roll can have advantage or disadvantage. In both cases, roll an additional d20 along with the standard roll. If you have advantage, use the higher rolled number. If you have disadvantage, use the lower rolled number.
For example, if you had advantage and rolled a 7 and a 16, you would use the 16. If you had disadvantage and rolled the same numbers, you would use the 7.
If something was to have both an advantage and a disadvantage applied, they both cancel out. Additionally, advantages and disadvantages do not stack.